phaser/src/time/Time.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* This is the core internal game clock.
*
* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
* and also handlers the standard Timer pool.
*
* To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.
*
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* @class Phaser.Time
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
Phaser.Time = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
* @protected
*/
this.game = game;
/**
* The `Date.now()` value when the time was last updated.
* @property {integer} time
* @protected
*/
this.time = 0;
/**
* The `now` when the previous update occurred.
* @property {number} prevTime
* @protected
*/
this.prevTime = 0;
/**
* An increasing value representing cumulative milliseconds since an undisclosed epoch.
*
* While this value is in milliseconds and can be used to compute time deltas,
* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
*
* The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
* the value can only be relied upon within a particular game instance.
*
* @property {number} now
* @protected
*/
this.now = 0;
/**
* Elapsed time since the last time update, in milliseconds, based on `now`.
*
* This value _may_ include time that the game is paused/inactive.
*
* _Note:_ This is updated only once per game loop - even if multiple logic update steps are done.
* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
*
* @property {number} elapsed
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* @see Phaser.Time.time
* @protected
*/
this.elapsed = 0;
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/**
* The time in ms since the last time update, in milliseconds, based on `time`.
*
* This value is corrected for game pauses and will be "about zero" after a game is resumed.
*
* _Note:_ This is updated once per game loop - even if multiple logic update steps are done.
* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
*
* @property {integer} elapsedMS
* @protected
*/
this.elapsedMS = 0;
/**
* The physics update delta, in fractional seconds.
*
* This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
* to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
* is unable to consistently maintain the desired FPS.
*
* With fixed-step updates this is normally equivalent to `1.0 / desiredFps`.
*
* @property {number} physicsElapsed
*/
this.physicsElapsed = 0;
/**
* The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`.
*
* @property {number} physicsElapsedMS
*/
this.physicsElapsedMS = 0;
/**
* The desired frame rate of the game.
*
* This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates.
*
* @property {number} desiredFps
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* @default
*/
this.desiredFps = 60;
/**
* The suggested frame rate for your game, based on an averaged real frame rate.
*
* _Note:_ This is not available until after a few frames have passed; use it after a few seconds (eg. after the menus)
*
* @property {number} suggestedFps
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* @default
*/
this.suggestedFps = null;
/**
* Scaling factor to make the game move smoothly in slow motion
* - 1.0 = normal speed
* - 2.0 = half speed
* @property {number} slowMotion
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* @default
*/
this.slowMotion = 1.0;
/**
* If true then advanced profiling, including the fps rate, fps min/max and msMin/msMax are updated.
* @property {boolean} advancedTiming
* @default
*/
this.advancedTiming = false;
/**
* Advanced timing result: The number of render frames record in the last second.
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* @property {integer} frames
* @readonly
*/
this.frames = 0;
/**
* Advanced timing result: Frames per second.
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* @property {number} fps
* @readonly
*/
this.fps = 0;
/**
* Advanced timing result: The lowest rate the fps has dropped to.
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* This value can be manually reset.
* @property {number} fpsMin
*/
this.fpsMin = 1000;
/**
* Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* This value can be manually reset.
* @property {number} fpsMax
*/
this.fpsMax = 0;
/**
* Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* This value can be manually reset.
* @property {number} msMin
* @default
*/
this.msMin = 1000;
/**
* Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
*
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
* This value can be manually reset.
* @property {number} msMax
*/
this.msMax = 0;
/**
* Records how long the game was last paused, in miliseconds.
* (This is not updated until the game is resumed.)
* @property {number} pauseDuration
*/
this.pauseDuration = 0;
/**
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
* @protected
*/
this.timeToCall = 0;
/**
* @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop
* @protected
*/
this.timeExpected = 0;
/**
* A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to.
* @property {Phaser.Timer} events
*/
this.events = new Phaser.Timer(this.game, false);
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/**
* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
* @private
*/
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this._frameCount = 0;
/**
* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
* @private
*/
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this._elapsedAccumulator = 0;
/**
* @property {number} _started - The time at which the Game instance started.
* @private
*/
this._started = 0;
/**
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
* @private
*/
this._timeLastSecond = 0;
/**
* @property {number} _pauseStarted - The time the game started being paused.
* @private
*/
this._pauseStarted = 0;
/**
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
* @private
*/
this._justResumed = false;
/**
* @property {array} _timers - Internal store of Phaser.Timer objects.
* @private
*/
this._timers = [];
};
Phaser.Time.prototype = {
/**
* Called automatically by Phaser.Game after boot. Should not be called directly.
*
* @method Phaser.Time#boot
* @protected
*/
boot: function () {
this._started = Date.now();
this.time = Date.now();
this.events.start();
},
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/**
* Adds an existing Phaser.Timer object to the Timer pool.
*
* @method Phaser.Time#add
* @param {Phaser.Timer} timer - An existing Phaser.Timer object.
* @return {Phaser.Timer} The given Phaser.Timer object.
*/
add: function (timer) {
this._timers.push(timer);
return timer;
},
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/**
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* Creates a new stand-alone Phaser.Timer object.
*
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* @method Phaser.Time#create
* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
* @return {Phaser.Timer} The Timer object that was created.
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*/
create: function (autoDestroy) {
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if (typeof autoDestroy === 'undefined') { autoDestroy = true; }
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var timer = new Phaser.Timer(this.game, autoDestroy);
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this._timers.push(timer);
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return timer;
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},
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/**
* Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer.
*
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* @method Phaser.Time#removeAll
*/
removeAll: function () {
for (var i = 0; i < this._timers.length; i++)
{
this._timers[i].destroy();
}
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this._timers = [];
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this.events.removeAll();
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},
/**
* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
*
* @method Phaser.Time#update
* @protected
* @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}.
*/
update: function (time) {
// Set to the old Date.now value
var previousDateNow = this.time;
// this.time always holds Date.now, this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)
this.time = Date.now();
// Adjust accorindlgy.
this.elapsedMS = this.time - previousDateNow;
// 'now' is currently still holding the time of the last call, move it into prevTime
this.prevTime = this.now;
// update 'now' to hold the current time
this.now = time;
A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes. We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc) Once per frame calling for rendering and tweening to keep things as smooth as possible Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly. Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs. It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans. Signals to the game program if there is a problem which might be fixed by lowering the desiredFps Time.desiredFps is the new desired frame rate for your game. Time.suggestedFps is the suggested frame rate for the game based on system load. Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on. Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
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// elapsed time between previous call and now
this.elapsed = this.now - this.prevTime;
A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes. We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc) Once per frame calling for rendering and tweening to keep things as smooth as possible Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly. Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs. It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans. Signals to the game program if there is a problem which might be fixed by lowering the desiredFps Time.desiredFps is the new desired frame rate for your game. Time.suggestedFps is the suggested frame rate for the game based on system load. Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on. Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
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// time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
this.timeToCall = Math.floor(Math.max(0, (1000.0 / this.desiredFps) - (this.timeCallExpected - time)));
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A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes. We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc) Once per frame calling for rendering and tweening to keep things as smooth as possible Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly. Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs. It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans. Signals to the game program if there is a problem which might be fixed by lowering the desiredFps Time.desiredFps is the new desired frame rate for your game. Time.suggestedFps is the suggested frame rate for the game based on system load. Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on. Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
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// time when the next call is expected if using timers
this.timeCallExpected = time + this.timeToCall;
// count the number of time.update calls
this._frameCount++;
this._elapsedAccumulator += this.elapsed;
// occasionally recalculate the suggestedFps based on the accumulated elapsed time
if (this._frameCount >= this.desiredFps * 2)
{
// this formula calculates suggestedFps in multiples of 5 fps
this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;
this._frameCount = 0;
this._elapsedAccumulator = 0;
}
// Set the physics elapsed time... this will always be 1 / this.desiredFps because we're using fixed time steps in game.update now
this.physicsElapsed = 1 / this.desiredFps;
this.physicsElapsedMS = this.physicsElapsed * 1000;
if (this.advancedTiming)
{
this.msMin = Math.min(this.msMin, this.elapsed);
this.msMax = Math.max(this.msMax, this.elapsed);
this.frames++;
if (this.now > this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = Math.min(this.fpsMin, this.fps);
this.fpsMax = Math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
}
// Paused but still running?
if (!this.game.paused)
{
// Our internal Phaser.Timer
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this.events.update(this.time);
// Any game level timers
var i = 0;
var len = this._timers.length;
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while (i < len)
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{
if (this._timers[i].update(this.time))
{
i++;
}
else
{
// Timer requests to be removed
this._timers.splice(i, 1);
len--;
}
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}
}
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},
/**
* Called when the game enters a paused state.
*
* @method Phaser.Time#gamePaused
* @private
*/
gamePaused: function () {
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this._pauseStarted = Date.now();
this.events.pause();
var i = this._timers.length;
while (i--)
{
this._timers[i]._pause();
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}
},
/**
* Called when the game resumes from a paused state.
*
* @method Phaser.Time#gameResumed
* @private
*/
gameResumed: function () {
// Set the parameter which stores Date.now() to make sure it's correct on resume
this.time = Date.now();
this.pauseDuration = this.time - this._pauseStarted;
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this.events.resume();
var i = this._timers.length;
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while (i--)
{
this._timers[i]._resume();
}
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},
/**
* The number of seconds that have elapsed since the game was started.
*
* @method Phaser.Time#totalElapsedSeconds
* @return {number} The number of seconds that have elapsed since the game was started.
*/
totalElapsedSeconds: function() {
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return (this.time - this._started) * 0.001;
},
/**
* How long has passed since the given time.
*
* @method Phaser.Time#elapsedSince
* @param {number} since - The time you want to measure against.
* @return {number} The difference between the given time and now.
*/
elapsedSince: function (since) {
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return this.time - since;
},
/**
* How long has passed since the given time (in seconds).
*
* @method Phaser.Time#elapsedSecondsSince
* @param {number} since - The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
*/
elapsedSecondsSince: function (since) {
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return (this.time - since) * 0.001;
},
/**
* Resets the private _started value to now and removes all currently running Timers.
*
* @method Phaser.Time#reset
*/
reset: function () {
this._started = this.now;
this.removeAll();
}
};
Phaser.Time.prototype.constructor = Phaser.Time;